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C4GameObjects Member List

This is the complete list of members for C4GameObjects, including all inherited members.

Add(C4Object *game_object)C4GameObjects
Add(C4Object *new_obj, SortType sort_type, C4ObjectList *sorted_list=nullptr)C4GameObjects
C4NotifyingObjectList::Add(C4Object *new_obj, SortType sort_type, C4ObjectList *sorted_list=nullptr)C4ObjectListvirtual
AddIter(iterator *iter) constC4ObjectListprotected
AddSortCustom(C4Object *new_obj, SortProc &pSortProc)C4ObjectList
AssignInfo() overrideC4GameObjectsvirtual
AssignLightRange()C4GameObjects
begin() constC4ObjectList
C4GameObjects()C4GameObjects
C4NotifyingObjectList()=defaultC4NotifyingObjectList
C4NotifyingObjectList(const C4NotifyingObjectList &list)=defaultC4NotifyingObjectList
C4NotifyingObjectList(const C4ObjectList &list)C4NotifyingObjectListinline
C4ObjectList()C4ObjectList
C4ObjectList(const C4ObjectList &list)C4ObjectList
CheckCategorySort()C4ObjectList
CheckSort(C4ObjectList *list)C4ObjectList
Clear(bool fClearInactive)C4GameObjects
Clear() overrideC4GameObjectsinlinevirtual
ClearInfo(C4ObjectInfo *info)C4ObjectList
ClearPointers(C4Object *obj)C4ObjectList
CloseMenus()C4ObjectList
CompileFunc(StdCompiler *pComp, C4ValueNumbers *=nullptr)C4ObjectList
CompileFunc(StdCompiler *pComp, bool skip_player_objects, C4ValueNumbers *)C4ObjectList
Copy(const C4ObjectList &list)C4ObjectList
CrossCheck()C4GameObjects
Default() overrideC4GameObjectsvirtual
DeleteObjects(bool delete_inactive_objects)C4GameObjects
C4NotifyingObjectList::DeleteObjects()C4ObjectList
Denumerate(C4ValueNumbers *)C4GameObjects
DenumeratePointers()C4ObjectList
Draw(C4TargetFacet &cgo, int player, int MinPlane, int MaxPlane)C4ObjectList
DrawIfCategory(C4TargetFacet &cgo, int player, uint32_t dwCategory, bool invert)C4ObjectList
DrawSelectMark(C4TargetFacet &cgo) constC4ObjectList
end() constC4ObjectList
Find(C4Def *def, int owner=ANY_OWNER, DWORD dwOCF=OCF_All)C4ObjectList
FindOther(C4ID id, int owner=ANY_OWNER)C4ObjectList
FirstC4ObjectList
FirstIterC4ObjectListmutableprotected
FixObjectOrder()C4GameObjects
ForeObjectsC4GameObjects
GetFirstObject() constC4ObjectListinline
GetLastObject() constC4ObjectListinline
GetLink(const C4Object *obj) constC4ObjectList
GetLink(const C4Object *obj)C4ObjectListinline
GetListID(int32_t dwCategory, int index) constC4ObjectList
GetNameList(C4DefList &defs) constC4ObjectList
GetNextMarker()C4GameObjects
GetObject(int index=0) constC4ObjectList
GRBroadcast(const char *function_name, C4AulParSet *parameters, bool pass_error, bool reject_test)C4GameObjects
InactiveObjectsC4GameObjects
Init(int32_t width, int32_t height)C4GameObjects
InsertLink(C4ObjectLink *link, C4ObjectLink *after_link) overrideC4NotifyingObjectListprotectedvirtual
InsertLinkBefore(C4ObjectLink *link, C4ObjectLink *before_link) overrideC4NotifyingObjectListprotectedvirtual
IsClear() constC4ObjectList
IsContained(const C4Object *obj) constC4ObjectList
LastC4ObjectList
ListIDCount(int32_t dwCategory) constC4ObjectList
MassC4ObjectList
MassCount()C4ObjectList
ObjectCount(C4ID id=C4ID::None) constC4ObjectList
ObjectPointer(int32_t object_number)C4GameObjects
OnSynchronized()C4GameObjects
pEnumeratedC4ObjectList
PostLoad(bool keep_inactive_objects, C4ValueNumbers *)C4GameObjects
Remove(C4Object *game_object) overrideC4GameObjectsvirtual
RemoveIter(iterator *iter) constC4ObjectListprotected
RemoveLink(C4ObjectLink *link) overrideC4NotifyingObjectListprotectedvirtual
ResetAudibility()C4GameObjects
ResortUnsorted()C4GameObjects
reverse() constC4ObjectListinline
SafeObjectPointer(int32_t object_number)C4GameObjects
SectorsC4GameObjects
SetOCF()C4GameObjects
ShiftContents(C4Object *new_first)C4ObjectList
Sort()C4ObjectList
SortProc typedefC4ObjectList
SortType enum nameC4ObjectList
stContents enum valueC4ObjectList
stMain enum valueC4ObjectList
stNone enum valueC4ObjectList
stReverse enum valueC4ObjectList
SyncClearance()C4GameObjects
Synchronize()C4GameObjects
UpdateFaces(bool update_shape)C4ObjectList
UpdateGraphics(bool graphics_changed)C4ObjectList
UpdatePos(C4Object *game_object)C4GameObjects
UpdatePosResort(C4Object *game_object)C4GameObjects
UpdateScriptPointers()C4GameObjects
UpdateSolidMasks()C4GameObjects
ValidateOwners() overrideC4GameObjectsvirtual
Write(char *szTarget)C4ObjectList
~C4GameObjects() overrideC4GameObjects
~C4NotifyingObjectList() override=defaultC4NotifyingObjectList
~C4ObjectList()C4ObjectListvirtual